;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows a new type of Government.
^Allows the spectrum jamming (fortress) of planets.
^Allows building of Forward Bases.
^Allows building of HS Beacons.
^Allows building of Quantum Conduits.
^Increases the effect of HoloSuites.
^Increases the effect of Republic Museum.
^Worth bonus points in Final Score.
^Increases capital ship movement allowance by one.
^.
^Free advance for first power discovering it.
^Decreases the effect of Pleasure Domes.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Star Wars Units

@PEDIAUNIT
@width=480
@title=Unit Information
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can assault planets from space.
^Small craft - hard to detect.
^Can attack strike craft.
^Not used in this scenario.
^Avoids Local Shielding.
^Can carry Strike Craft.
^Can make force-assisted surprise attacks.
^Treats all squares as if they have nav beacons.
^Defense +50% versus units with a movement factor of 2.
^Free Support for Pirates.
^Destroyed after attacking.
^Defense +100% versus Strike Craft.
^Can spot small craft in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: Planet Improvements

@PEDIAIMPROVE
@width=480
@title=Planet Improvement
^^%STRING0
^

@;Capital
@PEDIAIMPROVE1
Administrative Centre of the Empire. Eliminates corruption 
and waste on the planet, decreases it in all nearby planets.

@;Conscription
@PEDIAIMPROVE2
Compulsory induction of able bodied adults into the 
military. Planet produces Veteran ground units. Ground 
units can be completely repaired in a single turn.

@;Nano-Recyclers
@PEDIAIMPROVE3
Allows recycling of waste materials on a molecular level. 
Only half of planet's food store is depleted when the
population increases in size.

@;Holo Suites
@PEDIAIMPROVE4
Rooms with forcefield and holographic technology which
give a new meaning to Virtual Reality and Sexual Fantasy. 
Up to two discontented citizens are made content.

@;Global Bank
@PEDIAIMPROVE5
Global network of integrated banks servicing each dwelling
directly. Increases tax and luxury output by 50%%.

@;University Network
@PEDIAIMPROVE6
Global network of integrated universities servicing each 
dwelling directly. Increases science output by 50%%.

@;Intel Center
@PEDIAIMPROVE7
Intelligence and Data processing center. Decreases corruption 
by 50%%. Makes Planet more resistant to bribery by enemy 
infiltration. Under Syndicatism, one content citizen becomes happy.

@;Local Shielding
@PEDIAIMPROVE8
Shield generators providing protection for limited strategic
locations on the planet. Units on planet have triple defense 
versus ground attacks.

@;Subterranean Cities
@PEDIAIMPROVE9
Increase living space by building downwards instead of upwards.
Allows planet to increase beyond size 8.

@;Energy Exchange
@PEDIAIMPROVE10
A Commodities Exchange used for the purpose of trading
energy futures. Increases tax and luxury output by an 
additional 50%% because of energy efficiencies.
(cumulative w/ Global Bank).

@;Pleasure Dome
@PEDIAIMPROVE11
Facility where customers are given pleasure via direct neural
stimulation. Makes four unhappy citizens content 
(Three for Imperial Powers).

@;REM Center
@PEDIAIMPROVE12
Facility where customers are educated as they sleep via direct
neural input. Increases science output by an additional
50%% (cumulative w/ University Network).

@;Mass Transit
@PEDIAIMPROVE13
Not Used.

@;Republic Museum
@PEDIAIMPROVE14
A showcase of achievements of the old Republic and attrocities 
of the Empire after the old Republic was dissolved. Three unhappy 
citizens are made content. (four w/ VLS Shielding).

@;Industry Level 1
@PEDIAIMPROVE15 
Increases resource production on a planet by 50%%.

@;Industry Level 2
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Industry Level 1).

@;Repulsor Generators
@PEDIAIMPROVE17
Gravitic field which can disrupt the flight of smaller
strike craft. Units on the planet are doubled on defense 
against these craft (cumulative w/ Interception Grid).

@;Nanite Recyclers
@PEDIAIMPROVE18
Decreases the pollution caused by factories. This is 
a trick improvement as polution is disabled in the
scenario.

@;Power Plant
@PEDIAIMPROVE19
Not Used.

@;Android Plant
@PEDIAIMPROVE20
Not Used.

@;Industry Level 3
@PEDIAIMPROVE21
Increases output under Industry Level 1 by 50%%. However
there is a risk of over industrialisation which can have
catastrophic consequences.

@;Quantum Conduit
@PEDIAIMPROVE22
Generation of energy through interactions at the quantumn
level. Increases tax & luxuries output by an additional 50%% 
(cumulative with Global Bank & Energy Exchange).

@;Cloud Cities
@PEDIAIMPROVE23
After exhausting subterranean expansion, the population can
begin to live in the atmosphere. Allows Planet to grow beyond 
size 12.

@;Hyperspace Harvester
@PEDIAIMPROVE24
Harvesting of micro organisms in hyperspace for food. 
Allows squares surronding the Planet's with HS Conduits 
to produce 50%% more food.

@;Free Trade Zone
@PEDIAIMPROVE25
Entreport Trade at its finest. All squares in the 
planet's radius with Nav beacons (or HS beacons) produce 
50%% more energy.

@;Global AI Network
@PEDIAIMPROVE26
Global Artificial Intelligence Neural Net offering solutions
to any imaginable problem except the meaning of life. Increases 
science output by an additional 50%% (cumulative with U-Network 
and REM Center for a grand total of 150%%).

@;Interception Grid
@PEDIAIMPROVE27
Very sensitive early warning sensors which give time
for defenses to react to incoming strike craft. Units on 
the planet are doubled on defense against these attacks.

@;Planetary Shields
@PEDIAIMPROVE28
Gigantic shield projectors strong enough to protect an 
entire planet. Units on the planet have double defense 
against bombardment by enemy capital ships.

@;Solar Satellite Grid
@PEDIAIMPROVE29
not used

@;Orbital Farms
@PEDIAIMPROVE30
Allows the growing of grains and live stocks in specialised
space stations. All empty space squares in the Planets's 
radius produce one extra unit of food.

@;Orbital Factories
@PEDIAIMPROVE31
Allows the manufacture of consumer goods in specialised
space stations. All empty space squares in the Planets's 
radius produce one extra mineral.

@;HyperSpace Gate
@PEDIAIMPROVE32
Ground Units can instantly be sent to other planets without 
the use of capital ships by entering the Hyperspace Gate at
one planet and exiting in another. Planet produces veteran
short ranged strike craft as well.

@;Recruitment Center
@PEDIAIMPROVE33
Infrastructure which explains to conscripts why they must
enlist in the military. Decreases unhappiness caused by 
troops away from their home planet by 1.

@;Orbital Shipyard
@PEDIAIMPROVE34
Huge orbiting Starship building and repairing facility. 
Planet produces veteran capital ships and any ships 
spending its entire turn in orbit is completely repaired.

@;SS Structural
@PEDIAIMPROVE35
Not Used.

@;SS Component
@PEDIAIMPROVE36
Not Used.

@;SS Module
@PEDIAIMPROVE37
Not Used.

@;EM Coversion
@PEDIAIMPROVE38
Converts industrial capacity into energy credits.

@;Cloning Rediscovered
@PEDIAIMPROVE39
Use of cloning technology which was lost during the Clone 
Wars is rediscovered. Counts as Nano-recycler in every planet.

@;The Tarkin Doctrine
@PEDIAIMPROVE40
The concept of projecting fear to exert control without actually
using force. Devised by Grand Moff Tarkin, the father of the
Deathstar Battlestation. One extra happy citizen in every Planet.

@;Galactic Center
@PEDIAIMPROVE41
Corruscant has been the center of the Galaxy for centuries and
attracts visitors and trade simply because of its reputation. 
A extra energy source in each square that already produces one.

@;Imperial Naval Academy
@PEDIAIMPROVE42
Pemier training facility for Naval staff of the Imperials.
All capital ships have their movement rate increased by one.
Also, all new capital ships produced receive veteran status.

@;Memory Alpha
@PEDIAIMPROVE43
Giant Planetoid with a massive library containing scientific and
cultural information from many planets. (TOS: THe Lights of Zetar)
Civilization receives any civilization advance already discovered 
by two other civilizations.

@;Rebel Alliance HQ
@PEDIAIMPROVE44
The HQ of the former Rebel Alliance, to be found on Alderaan.
Doubles the effect of all of your Holo-suites.

@;Diplomatic Imperative
@PEDIAIMPROVE45
The funelling of resources into diplomatic initiatives instead
of using them to upgrade the military. Enemy civilizations must 
offer cease-fire/peace in negotiations.  Combat strength doubled 
against mercenaries.

@;Imperial MilitaryAcademy
@PEDIAIMPROVE46
Pemier training facility for Ground Assault officers of the 
Imperials. All new ground units produced gain Veteran status.
Any ground unit which wins a combat gains Veteran status.

@;KYD Shipyards
@PEDIAIMPROVE47
Kuat Yard Drives, the primary contractor for the building Imperial
capital ships. The presence of this corporation allows every 
square in the Kuat's radius to produce an extra resource "shield".

@;Yoda's Return
@PEDIAIMPROVE48
The discovery of Yoda on Dagobah. Eventually a new Jedi Knight
Corps is created travelling the galaxy creating goodwill and
collecting information. You receive an activated informant network
with everyone so your intelligence reports will always be complete.

@;Pod Racing
@PEDIAIMPROVE49
The Star Wars equivalent of the Kentucky Derby. Counts as a 
Pleasure Dome in each of your planets.

@;Calamarian KnowledgeBank
@PEDIAIMPROVE50
The sum of all knowledge collected by the semi-sentient network of
coral on the seabed of Mons Calamari. Increases science output of 
Calamari by 50%%.

@;Compact Ion Drive
@PEDIAIMPROVE51
An upgraded Ion Drive design which allows greater speeds of 
propulsion for capital ships. Movement rate of all capital ships
is increased by two.

@:Pacifist Doctrine
@PEDIAIMPROVE52
The Ostrich principle - ignore the surroundings and stay happy
until you are killed. All unhappy citizens in city are content.

@;Field Retrofitting
@PEDIAIMPROVE53
The concept of modifying and upgrading capital ships without having
them return to a shipyard. Whenever one of your units becomes 
obsolete because of a new technology you have discovered, it is 
immediately replaced by an equivalent modern unit.

@;Ace of Sabres Casino
@PEDIAIMPROVE54
A popular gambling resort planet owned by the Ace Entertainment
Corporation. Decreases unhappy citizens in the same system by 2 
per planet.

@;Palpatine's Citadel
@PEDIAIMPROVE55
The fact that the Emperor is present definitely gets the 
scientists on Byss to work doubly hard. Doubles science output 
of Byss.

@;Corellian Mercht Guild
@PEDIAIMPROVE56
The merchant guild that has been around from even before the
Old Republic. The efficiency of members pays the maintenance 
for all planetary improvements in your empire which ordinarily 
cost 1 credit per turn.

@;Galactic Science Award
@PEDIAIMPROVE57
Presitgeous scientific award much like the Nobel Prize for 
Science. (For want of a better name, anyone with an idea what
to call this please come forward.)
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Not used.

@;A Call2Reason Pamphlet
@PEDIAIMPROVE59
An anti-Imperialist pamphlet created by Mon Mothma. Every 
power's attitude toward you is immediately shifted 25 percent 
in your favor.  Attitudes continue to improve gradually 
over time and the minor powers are also quicker to forget 
your past transgressions.

@;Shadow Academy
@PEDIAIMPROVE61
The institute created by Darth Vader to train Jedi subverted to
the Dark side of the Force. The presence of dark Jedi knights
increases worker production capacity in every planet.

@;Hyperspace Sink
@PEDIAIMPROVE60
Permanet openning of hyperspace which allows greater freedom
of comunication even in remote parts of the Galaxy. Counts as 
a Recruitment Center in every one of your planets.
(Decreases unhappiness caused by troops away from home by 1).

@;Project Genesis
@PEDIAIMPROVE62
Not Used.

@;Economic Supremacy
@PEDIAIMPROVE63
When you're rich enough, you get your way.
^* Free informant network with every other civilization. 
^* Enemy civ's cannot refuse your peace treaties. 
^* As a syndicate, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Not Used.

@;Catalogue of Intelligece
@PEDIAIMPROVE65
Finally a detailed database of all life forms. Effectively 
doubles your research output by counting as a Global AI Network 
in every one of your planets.

@;Liberation of Ackbar
@PEDIAIMPROVE66
Ackbar is freed from slavery and guess what? There is a vacancy
for Supreme Republic commander available. With him as the helm, 
one extra happy citizen in each planet.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
any other government as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Federation
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Early Govt has a MODERATE rate of corruption and waste.  The
level of corruption in a particular planet is based on its
distance from your capital.
^
^SPECIAL
Under Early Govt, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Federation is an excellent form of government for a young
civilization and the main government type for the Minor Powers.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Imperialism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Engineers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Imperialism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience very
little corruption.
^
^SPECIAL
Under Imperialism, none of the science/tax/luxury rates 
may be set higher than 80%%.
^
^HINTS
Empirism is best for large, far-flung empires which need
to maintain a large military. It is the default government 
type for the Galactic Empire and Second Imperium.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Feudalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.
^
^HAPPINESS
Under Feudalism, NO CITIZEN IS EVER UNHAPPY! All pirates
are pirates because they want to be pirates.
^
^CORRUPTION AND WASTE
Feudalism has a LOW rate of corruption.
However, Feudalism has the special disadvantage that
all SCIENCE is very SLOW.
^
^SPECIAL
Improvements which convert unhappy citizens to content 
citizens (Holo-suites etc.) produce energy credits equal
to the number of citizens they would otherwise convert.
They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
are reduced. Under Feudalism, none of the science/tax/luxury 
rates may be set higher than 80%%.
^
^HINTS
Nobody really wants to be a pirate.

@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn. 
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not on a friendly
planet (or a fortress within 3 spaces of a friendly planet)
causes one citizen in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular planet is based on its
distance from your capital.
^
^SPECIAL
Under Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Republic, the default government of the New Republic can 
give an astounding boost to your science and tax revenues.
At later stages, it becomes more difficult (and expensive)
to keep an army in the field. 

@PEDIAGOVT6
@width=600
@title=Civilization Government: Syndicatism
^UNIT SUPPORT
Each unit costs one shield per turn. 
^
^HAPPINESS
Each unit which is not on a friendly planet
(or a fortress within 3 spaces of a friendly planet)
causes TWO citizens in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Syndicates experience NO ill effects of corruption or waste
as it is based on corruption and theft
^
^SPECIAL
Under Syndicatism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and planets of a Syndicate are immune to BRIBERY
of all forms. The science/tax/luxury rates may be set to 
any level desired.
^
^HINTS
Syndicates can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only to bands of loosley allied
planets. This is the default government type of the CSA.

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